- Pinta de un color segons vaja rapid o lento - [Fix] Ja no se'n eix i peta
194 lines
6.0 KiB
C
194 lines
6.0 KiB
C
#include <SDL2/SDL.h>
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#include <stdio.h>
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#define AMUNT 0
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#define DRETA 1
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#define AVALL 2
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#define ESQUERRA 3
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#define OFFSET_X 60
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#define OFFSET_Y 35
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#define MODE_NORMAL 0
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#define MODE_CREANT 1
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#define COLOR_BLACK 0
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#define COLOR_WHITE 1
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#define COLOR_GREY 2
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#define COLOR_RED 3
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#define COLOR_YELLOW 4
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#define COLOR_DARKRED 5
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#define COLOR_DARKTEAL 6
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SDL_Window *win;
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SDL_Renderer *ren;
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SDL_Texture * tex;
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Uint8 pixels[200*200];
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int player_x = 100;
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int player_y = 199;
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int mode = MODE_NORMAL;
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int lento = 0;
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void set_color(int color)
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{
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switch (color) {
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case COLOR_BLACK: SDL_SetRenderDrawColor(ren, 0, 0, 0, 255); break;
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case COLOR_WHITE: SDL_SetRenderDrawColor(ren, 255, 255, 255, 255); break;
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case COLOR_GREY: SDL_SetRenderDrawColor(ren, 128, 128, 128, 255); break;
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case COLOR_RED: SDL_SetRenderDrawColor(ren, 217, 87, 99, 255); break;
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case COLOR_YELLOW: SDL_SetRenderDrawColor(ren, 251, 242, 54, 255); break;
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case COLOR_DARKRED: SDL_SetRenderDrawColor(ren, 172, 50, 50, 255); break;
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case COLOR_DARKTEAL: SDL_SetRenderDrawColor(ren, 48, 128, 130, 255); break;
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}
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}
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void draw_player()
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{
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const int x = player_x+OFFSET_X;
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const int y = player_y+OFFSET_Y;
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set_color(COLOR_RED);
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SDL_RenderDrawLine(ren, x, y-3, x+3, y);
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SDL_RenderDrawLine(ren, x+3, y, x, y+3);
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SDL_RenderDrawLine(ren, x, y+3, x-3, y);
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SDL_RenderDrawLine(ren, x-3, y, x, y-3);
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}
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void put_pix()
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{
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pixels[player_x+player_y*200] = COLOR_DARKRED;
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SDL_SetRenderTarget(ren, tex);
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if (lento)
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set_color(COLOR_DARKRED);
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else
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set_color(COLOR_DARKTEAL);
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SDL_RenderDrawPoint(ren, player_x, player_y);
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SDL_SetRenderTarget(ren, NULL);
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}
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int any_black(int x, int y)
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{
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return (pixels[x+1+y*200]==0 || pixels[x-1+y*200]==0 || pixels[x+(y+1)*200]==0 || pixels[x+(y-1)*200]==0);
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}
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void close_sector()
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{
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SDL_SetRenderTarget(ren, tex);
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set_color(COLOR_WHITE);
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for (int y=0;y<200;++y)
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for (int x=0;x<200;++x)
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if ((pixels[x+y*200]==COLOR_DARKRED || pixels[x+y*200]==COLOR_DARKTEAL) && any_black(x,y))
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{
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pixels[x+y*200]=COLOR_WHITE;
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SDL_RenderDrawPoint(ren, x, y);
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}
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SDL_SetRenderTarget(ren, NULL);
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}
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void make_rapid()
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{
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SDL_SetRenderTarget(ren, tex);
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set_color(COLOR_DARKTEAL);
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for (int y=0;y<200;++y)
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for (int x=0;x<200;++x)
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if (pixels[x+y*200]==COLOR_DARKRED && any_black(x,y))
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{
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pixels[x+y*200]=COLOR_DARKTEAL;
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SDL_RenderDrawPoint(ren, x, y);
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}
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SDL_SetRenderTarget(ren, NULL);
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}
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int main(int argc, char *argv[])
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{
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srand(SDL_GetTicks());
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SDL_Init(SDL_INIT_EVERYTHING);
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win = SDL_CreateWindow("JIX", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 960, 720, SDL_WINDOW_SHOWN);
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ren = SDL_CreateRenderer(win, -1, 0);
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tex = SDL_CreateTexture(ren, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 200, 200);
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SDL_RenderSetLogicalSize(ren, 320, 240);
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for (int i=0; i<200*200; ++i) pixels[i]=0;
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for (int i=0; i<200; ++i) pixels[i]=pixels[i+199*200]=pixels[i*200]=pixels[199+i*200]=1;
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SDL_SetRenderTarget(ren, tex);
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set_color(COLOR_BLACK);
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SDL_RenderClear(ren);
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set_color(COLOR_WHITE);
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SDL_RenderDrawLine(ren, 0, 0, 199, 0);
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SDL_RenderDrawLine(ren, 0, 0, 0, 199);
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SDL_RenderDrawLine(ren, 199, 199, 199, 0);
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SDL_RenderDrawLine(ren, 199, 199, 0, 199);
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SDL_SetRenderTarget(ren, NULL);
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int should_exit = 0;
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SDL_Event e;
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Uint32 t = SDL_GetTicks();
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const Uint8 *keys = SDL_GetKeyboardState(NULL);
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while (!should_exit)
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{
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while (SDL_PollEvent(&e))
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{
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if (e.type == SDL_QUIT) {should_exit=1;break;}
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if (e.type == SDL_KEYDOWN)
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{
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switch(e.key.keysym.scancode) {
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case SDL_SCANCODE_ESCAPE: should_exit = 1; break;
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};
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}
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}
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int speed = 15;
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if (lento) speed = 30;
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if (SDL_GetTicks()-t>=speed)
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{
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if (keys[SDL_SCANCODE_UP] && player_y>0 && ( mode==MODE_CREANT || keys[SDL_SCANCODE_SPACE] || pixels[player_x+(player_y-1)*200]==1)) {
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if (mode==MODE_CREANT)
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put_pix();
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else if (pixels[player_x+(player_y-1)*200]==0)
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lento=1;
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mode = MODE_CREANT; player_y--;
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} else if (keys[SDL_SCANCODE_RIGHT] && player_x<199 && ( mode==MODE_CREANT || keys[SDL_SCANCODE_SPACE] || pixels[player_x+1+player_y*200]==1)) {
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if (mode==MODE_CREANT)
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put_pix();
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else if (pixels[player_x+1+player_y*200]==0)
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lento=1;
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mode = MODE_CREANT; player_x++;
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} else if (keys[SDL_SCANCODE_DOWN] && player_y<199 && ( mode==MODE_CREANT || keys[SDL_SCANCODE_SPACE] || pixels[player_x+(player_y+1)*200]==1)) {
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if (mode==MODE_CREANT)
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put_pix();
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else if (pixels[player_x+(player_y+1)*200]==0)
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lento=1;
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mode = MODE_CREANT; player_y++;
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} else if (keys[SDL_SCANCODE_LEFT] && player_x>0 && ( mode==MODE_CREANT || keys[SDL_SCANCODE_SPACE] || pixels[player_x-1+player_y*200]==1)) {
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if (mode==MODE_CREANT)
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put_pix();
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else if (pixels[player_x-1+player_y*200]==0)
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lento=1;
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mode = MODE_CREANT; player_x--;
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}
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if (mode==MODE_CREANT && !keys[SDL_SCANCODE_SPACE])
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{
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make_rapid();
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lento=0;
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}
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if (pixels[player_x+player_y*200]==1)
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{
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close_sector();
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mode = MODE_NORMAL;
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}
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t = SDL_GetTicks();
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}
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set_color(COLOR_BLACK);
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SDL_RenderClear(ren);
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SDL_Rect rect = {OFFSET_X,OFFSET_Y,200,200};
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SDL_RenderCopy(ren, tex, NULL, &rect);
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draw_player();
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SDL_RenderPresent(ren);
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}
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SDL_Quit();
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return 0;
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} |